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A level I made - Fort Carnage


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This is a small slaughter style map that is inspired by DOOM II's MAP07. Took me about a week to make. Difficulty levels, Co-op and Deathmatch starts have been implemented, in fact, I think it would work pretty well for Deathmatching.
 

Spoiler

 

Screenshot_Doom_20220515_172032.png.19ed8d8ac9f20c31c34ee7464f3450f3.png

Screenshot_Doom_20220515_172407.png.bf0d14da0b95c868d6a76407d6470534.png

 

 

Only vanilla textures are used, except the sky, which is taken from E4 of The Ultimate DOOM. The MIDI is "Hellero" from Rise of the Triad, composed by Lee Jackson.

 

Replaces MAP07. Use any limit-removing source port for playing this. On ZDoom based ports, it should automatically bring you to MAP07, otherwise you need to warp there manually. The map is quite tough, you have been warned!

 

Let me know what you think! If you want to see more of my stuff, I also made MAP58 for Rabbit's All-Comers Mapping Project, which I consider to be my proudest work.

FortCarnage.zip

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I like that you implemented difficulty levels into your slaughter map :) Had a fun time on ITYTD and got my behind handed to me on UV ;) Layout is quite simple, but the map provides a good amount of cover once you have clear it out a bit.

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Small Review (with spoilers about the map):

 

Spoiler

I played the map twice on UV and I really enjoyed it. The music is from ROTT, so it's awesome and I really like the visuals, especially when you consider that dead simple is very barebones visually. Gameplay-wise, the level was easier than I expected it to be, I managed to get through it with only a few reloads on my first playthrough, but that's not a bad thing as I love easier "slaughtery" maps. however, the problem is that the level can be beaten easily with circle-strafing. After you get the BFG in the first fight, it becomes very easy and the second fight is basically over after you kill the archies and create enough space for yourself. Also, I don't understand why the cyberdemon is even here as he is completely irrelevant in the second fight, but he is also really annoying to take out. On a more positive note, I think that the arch-vile placements are really clever as they force you to focus on them and stop circle-strafing. A final detail that I love is how you thought about making the wall that raises after killing the arachnos a lift, as if you didn't, it would have screwed me on my second playthrough. Overall, it's a really fun map that is so short it doesn't become boring, despite it's few flaws. (Also, I didn't find any issues like HOMs for example).

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is killing this much demons makes me a war criminal?

nice slaughter map, also, very cool that you implemented difficulty levels!

Deathmatch on this thing would be amazing! Overall, fun WAD!

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Spoiler

 

Pretty map, reminds me of a HR(2)-inspired Dead Simple from a community project of the '00s or early '10s

 

The layout and monster placement lead to an "outer ring" always being available and very safe. In the opening arena, that's the circuit around the edge, and once the arachnotrons are revealed, you can BFG them down quickly. Many players' natural impulse will be to circle an arena like this. It might help to think about staffing the far corners of the interior with stationary pressure there, and also having more stuff go on outside the fort at some point, especially when the archviles show up -- because as is, I just take my sweet time knowing I have lots of rockets to get the viles with. 

 

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On 5/15/2022 at 5:36 PM, ChippiHeppu said:

On ZDoom based ports, it should automatically bring you to MAP07, otherwise you need to warp there manually.

A single-episode UMAPINFO can do this for many ports.

Something like this:

MAP MAP07
{
	levelname = "Fort Carnage"
	levelpic = ...
	partime = ...
	music = ...
	
	episode = clear
	episode = "-", "Fort Carnage", "1"
}

 

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